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(International Library of Sociology) Celia Lury - Brands_ The Logos of the Global Economy-Routledge (2004)

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interfaces, they constitute’ (1994:187). The suggestion here—developed

in Chapter 3—will be that the brand organises the activities of the

market as if it were an interface; and in doing so, the brand presents the

‘faces of a dice of sensation’ (ibid.: 187).

Let me elaborate a little here. The interface—like the static frame of the

window or mirror—is a surface or boundary that connects and separates

two spaces: an inner and outer environment. So, as an interface, the

brand is a frame that organises the two-way exchange of information

between the inner and outer environments of the market in time,

informing how consumers relate to producers and how producers relate

to consumers. The exchange is a matter not merely of qualitative

calculation, but also of affect, intensivity and the re-introduction of

qualities. However, although these exchanges are intensive, dynamic

and two-way, they are not direct, symmetrical or reversible. The

interface of the brand connects the producer and consumer and

removes or separates them from each other; it ‘is revealing of some

relationships, but it keeps others very well hidden’ (Pavitt, 2000b:175).

Or to put this another way, the brand as interface is a site—or

diagram—of interactivity, not of interaction.

From this point of view, the brand may be seen as both promoting and

inhibiting ‘exchange’ between producers and consumers, and informs

this asymmetrical exchange through a range of performances of its own.

The range of performances is not entirely predetermined by the

objectivity of the brand, however, but emerges in interactivity. In other

words, just as the subject may be seen as an effect of performativity

(Butler, 1990), so too may the ongoing object-ivity of the brand. The

brand has its own (recursive) logic or

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performativity through which is organised a two-way, dynamic,

selective and asymmetrical communication of information between

producers and consumers. In Lee and LiPuma’s terms, the brand is an

instance of ‘a self-reflexive structure of circulation built around some

reciprocal social action’ (2002:193); or, alternatively, an example of a

‘self-reflexive objectification’ of ‘temporal agency’ (ibid.: 193).

The performativity of the brand

Central to the performativity of the brand as an interface are certain

practices in marketing that function in an analogous way to

programming techniques in both broadcasting and computing. The most

significant example of these techniques is the loop, a central control

structure of many new media objects. This is, then, a third respect in

which it may be helpful to consider the brand as a new media object. As

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